[英]AndEngine Physics Box2D - the AnimatedSprite images moves even without any sensor change
I have an AnimatedSprite as a player, and I'm using IAccelerometerListener to move to the player to and fro. 我有一个AnimatedSprite作为播放器,并且正在使用IAccelerometerListener来回移动到播放器。 Problem is that even when the device is rested on table without any movement, my player moves upward or toward right.
问题是,即使将设备放在桌子上而没有任何移动,我的播放器也会向上或向右移动。
Can anyone point what I have missed. 谁能指出我错过的事情。 Below is my code.
下面是我的代码。
public Scene onLoadScene() {
.....
physicsWorld = new PhysicsWorld(new Vector2(0, SensorManager.GRAVITY_EARTH), false);
/** for POTRAIT */
final Display display = getWindowManager().getDefaultDisplay();
int cameraWidth = display.getWidth();
int cameraHeight = display.getHeight();
final Shape ground = new Rectangle(0,cameraHeight, CAMERA_WIDTH,0);
final Shape roof = new Rectangle(0,cameraHeight - (player.getHeight() * 2) , CAMERA_WIDTH, player.getHeight() / 2);
final Shape left = new Rectangle(0,0, 2,cameraHeight);
final Shape right = new Rectangle(cameraWidth , 0, 2, cameraHeight);
final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0, 1);
PhysicsFactory.createBoxBody(this.physicsWorld, ground, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.physicsWorld, roof, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.physicsWorld, left, BodyType.StaticBody, wallFixtureDef);
PhysicsFactory.createBoxBody(this.physicsWorld, right, BodyType.StaticBody, wallFixtureDef);
this.mMainScene.attachChild(ground);
this.mMainScene.attachChild(roof);
this.mMainScene.attachChild(left);
this.mMainScene.attachChild(right);
mMainScene.registerUpdateHandler(physicsWorld);
final Body grd = PhysicsFactory.createBoxBody(physicsWorld, player, BodyType.DynamicBody, FIXTURE_DEF);
this.mMainScene.attachChild(player);
physicsWorld.registerPhysicsConnector(new PhysicsConnector(player,grd, true, true));
}
You can set a threshold value and check in onAccelerationChanged method if the x and y values are greater than that threshold, then update your sprite otherwise ignore that update step. 您可以设置一个阈值,并检查x和y值是否大于该阈值的onAccelerationChanged方法,然后更新您的精灵,否则忽略该更新步骤。 Like:
喜欢:
@Override
public void onAccelerationChanged(AccelerationData pAccelerationData) {
// TODO Auto-generated method stub
if(pAccelerationData.getX() > THRESHOLD_X || pAccelerationData.getY() > THRESHOLD_Y) {
// update your sprite now...
}
}
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